Gambit37 wrote:In trying a slightly wider door, if I get it looking good at the front position, it's too wide at the automatically scaled 'front_med' and 'front_far positions'.
You can give bitmaps an
x_compress (or
y_compress) value the same way you give an
x_off (or
y_off) value. In the standard DM graphics set, I use it to make scaled alcove side views look right. In the current version of DSB, it won't work quite right for doors-- the values you put in won't seem to make much sense with what you get on your screen-- but it will work so you can at least play with it. I'll fix for 0.55 it so it works more sensibly, and the value given is simply the amount to reduce the size of the source bitmap.
Gambit37 wrote:I also can't seem to adjust it's offsets for the side1,2,3 positions.
The easiest fix here is to make a door arch support and use a
side property. That will allow you to specify a separate bitmap with its own offsets.
Fortunately DSB 0.55 already supports that, so this problem will go away, too.
Gambit37 wrote:Is it possible to override all the hardcoded defaults for door scaling and positioning, so that I can instead use my own scaled graphics and position them manually? (As you would for a flooritem)
Not easily, because the DSB engine has a certain number of bitmaps allocated to each arch. For doors, some of those are used for the deco, the bashed mask, and other things that flooritems don't have. I could make it work, of course, but I feel like the engine hacks I'd have to do (and all the separate bitmaps you'd have to create!) make it worth trying to tweak the automatic scaling code a little more first.
Gambit37 wrote:the door-button hardcoded offsets are a bit weird and it would be great if these could be overriden too.
What hardcoded offsets? They have an
x_off and
y_off specified in
graphics.lua. You can change these.